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Will the pop up windows be movable, or will be be able to hide them / bring them forward/back?

How does the game "call" those things, or rather detect when to call them? It sounds like you're saying it's automatic.

(+1)

About the windows. I don`t suppose it`s possible to move them around the screen (but this function is feasible). At the moment i`ve two variants of this window



I'm more inclined towards the first variant. The second one has a bar showing the timer before the automatic closing, but i still need to find a better solution for that. If i can do it in a simple way - automatic closing will be available.

The name of the status is written in large text. Below is a brief description of the changed status. Yellow text about important information, for example: critical stat changes, increased chance of encounter, etc.

About how the game calls on functions. The structure of any Ren`Py game is built on labels. Each label can display images, music, windows, text, and more. 

Let's take clothing changes as an example. We're at the location label where we are now. By selecting "Wardrobe", we are taken to the clothes changing label for this location, which has only text about how Tessa changes clothes and call the wardrobe function.

Wardrobe function contains only the character's output in a larger scale, clothing selection and changing the character's status depending on her clothes. When you finish selecting clothes, the game returns to the previous label, from where, after the text about completing the dressing, it returns to the selection label
So it works like this:
selection > dressing > clothing change window > dressing > selection. 

To the player, it looks normal. To the game, it looks like the player has moved between locations and then returned to where he started.


I hope i`ve answered the question as detailed as possible <3 I'll also try to take more screenshots for future devblogs/release posts. I realize that images and text are much better than just text